Game design concept for my end-of-studies workshop. No constraints, no limits.

In one word: reversed metroïdvania.

The project has been selected for the final workshop with 7 others.

Boosted by new abilities, you finally find the legendary treasure of Kawinala!

But that was without counting on its owner,
a power-hungry demon, who took the opportunity to get inside your head… Getting out is freeing this threat to the world!

Fix your mistake and imprison the demon by giving up your precious skills. What will you sacrifice to save the world?

Ok so what is it about?

A reversed Metroidvania where skills must be sacrificed to imprison a power-hungry demon. Because a powerless being is not interesting to the demon.

It’s no longer a matter of collecting powers to win, like a good old Metroïdvania, but of giving up those same powers to avoid even greater harm.

Example

Context:
– Area after the tutorial / sandbox
– 1st passage through this area
– Ability: walk on water
– In front of the player: water

Knowing his ability to walk on water, the player will head straight ahead, the simplest way, leaving aside the platforms above him (populated by enemies).

Further on, the player must make a sacrifice.
He can choose between :
– losing the ability to walk on water
– or losing a life

Context:
– The player has decided to sacrifice his water skill
– 2nd pass through this zone to come back

The player can no longer pass through the water and must choice the more dangerous path: the platforms.

Having been able to explore further, the player discovers a new area.

Loss = challenge & exploration!

Losing a skill increases the challenge, but also allows the player to discover new areas.

And what about the Demon?

The Demon obstructs the player’s path: enemies, rockslides… And adds an oppressive feeling: death rattles, shaking walls, environmental narration…